Yeah, I'l register for a test again, if that's alright. You can scrap the previous test, as I don't think I started it correctly at all.
Scientist: Darkpaladin109
Test Name: Extensions of basic weapon and skill system
Test Type: Combat/Balance
Required Number Of Subjects: 2
Rolls to be filled: 2 cowboys/gunmen
Tag:
TealGoal: See how well weapons and skills work, rebalancing if necesarry.
Here's the basics of this. Each weapon has an assigned
accuracy value and
damage value. Higher accuracy values are
less accurate than lower ones. Tipically a weapon with low a low accuracy value has a low damage value, for example a rifle has 1D4 accuracy and 1D4 damage. More detailed thing are in the below spoilers.
Weapons are divided into three primary types. You get to choose one of the primary types of weapons to get at the start of the game. Other than the weapon type you choose, you also get a knife and handgun at the begginng of the game.
Primary weapons:
Rifles: Rifles are the most accurate of the three primary types, but deal the least damage in exchange. Damage: 1d5/Accuracy: 1d4.
Machine guns: Machine guns are the most balanced weapons, being stronger than rifles but more acurate than shotguns. Machine guns also have three subcategories , Submachineguns/Machine pistols, Assault Rifles and Light machine guns. LMG's are heavier, but hold more ammo, while SMG's are lighter but hold less. Assault rifles are a median beetwen the two. Damage/Accuracy: 1d6. As there aren't ammo values right now, it doesn't matter what kind of machine gun you choose.
Shotguns: Shotguns deal the most damage of the primary weapon types, but in return are the least accurate. Damage: 4d3/Accuracy: 1d8.
Sidearms:
Pistol: You start with a pistol. They're not great, but make a decent backup weapon. Damage: 1d4/Accuracy: 1d6.
Revolver: Can be chosen instead of a pistol. More damaging than the pistol, but less accurate. Damage: 1d5/Accuracy: 1d8.
Knife: You also start out with a knife. Knives are only usable at meele range, though you may use them as throwing weapons if you wish to. Damage: Normal: 1d4, Thrown: 1d3/Accuracy: Normal: 1d6, Thrown: 1d8
This is where accuracy values come into play. Basically, there's four results. A regular miss, a glancing hit which deals half damage, a normal hit and a critical hit that deals double damage.
1d4: 1. Miss
2. Glancing hit - Half damage, rounded up
3. Normal hit
4. Critical hit - Double damage
1d6: 1. Critical miss
2. Miss
3. Glancing hit - Half damage, rounded up
4. Normal hit
5. Normal hit
6. Critical hit - Double damage
1d8: 1. Critical miss
2. Miss
3. Miss
4. Miss
5. Glancing hit - Half damage
6. Normal hit
7. Normal hit
8. Critical hit - Double damage
Skills are simple abilites that tipically give you slight bonuses to various actions. You get one skill at character creation. Some skills can be upgraded, but that's not really going to come into play during this test. Maybe I'l run another test with upgraded skills, but we'l see.
In any case, this is the list of available skills for now: -Tough as nails: Gives you +5 HP.
- Marksman: +1 to accuracy with ranged weapons (Has no effect if you roll a1 and doesn't give you critical hits)
- Thug: +1 to damage with meele weapons.
- Gunman: Removes penalties when dual wielding.
At character creation, you may choose to take two sidearms of your choice instead of a primary weapon. Dual Wielding gives you a -2 penalty to all accuracy rolls (Doesn't affect critical hits) if you fire both weapons during the same turn. The penalty is negated if you take Gunman.
That should be all the explanations necesarry for now.
Starting weapon type: Rifle, one of the three machine gun subtypes or shotgun. You can also choose beetwen a pistol and a revolver.
Health: 20
Skill: Pick one.
Hopefully everything's alright with this, since I really like my old system and want to flesh it out more.
EDIT: Tiruin posted the details of her sheet over IRC, so that means there's
only 1 spot left to fill.Starting weapon type: Rifle, Pistol, Knife
Health: 20
Skill: Marksman (+1 to ranged accuracy, 1's still miss and can't get critical hits with the bonus)